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  1. #11
    pindercarl's Avatar
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    Quote Originally Posted by SilentRuin View Post
    I never knew or even have heard of the ping feature - so thank you very much for pointing that out!!!!

    spacebar + doubleclick = AWSOME PING!
    If you also use the shift key, it will drag the player's view to the ping location if the ping is not visible on their map.

  2. #12
    Quote Originally Posted by pindercarl View Post
    If you also use the shift key, it will drag the player's view to the ping location if the ping is not visible on their map.
    spacebar + shift + doubleclick = PING verified to drag slow motion move of client maps to PING position (even if it can take longer than ping lasts to get there).

    Is there a setting to set how long ping lasts?
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  3. #13
    pindercarl's Avatar
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    Quote Originally Posted by SilentRuin View Post
    spacebar + shift + doubleclick = PING verified to drag slow motion move of client maps to PING position (even if it can take longer than ping lasts to get there).

    Is there a setting to set how long ping lasts?
    Hmm. The ping shouldn't start to decay until it is visible on the player's view. I'll take a look.

  4. #14
    Zacchaeus's Avatar
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    Quote Originally Posted by SilentRuin View Post
    spacebar + shift + doubleclick = PING verified to drag slow motion move of client maps to PING position (even if it can take longer than ping lasts to get there).

    Is there a setting to set how long ping lasts?
    I'm not seeing this. I tested on the biggest map I could find with token at one end zoomed in and pinged the opposite end of the map. Ping remained until player view moved to the ping which took no more than a second or two. What size of map are you using and have you tested without extensions?
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  5. #15
    Quote Originally Posted by Zacchaeus View Post
    I'm not seeing this. I tested on the biggest map I could find with token at one end zoomed in and pinged the opposite end of the map. Ping remained until player view moved to the ping which took no more than a second or two. What size of map are you using and have you tested without extensions?
    I assume you did a real test with webm fog clouds and darkness with tokens LOI both visible and not inside both and not some simple map with simple stuff going on? I for sure took more than 2 seconds for it to scroll the 300 ft or so across my map. (and of course there were extensions why would I care if something only worked without them? Rather pointless to use for me then. )
    Last edited by SilentRuin; Yesterday at 21:12.
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  6. #16
    Maybe its time for testers, bug reporters, ect to be rewarded with something other than the occasional thank you. How about some free store products once in a while....

  7. #17
    Quote Originally Posted by jharp View Post
    Maybe its time for testers, bug reporters, ect to be rewarded with something other than the occasional thank you. How about some free store products once in a while....
    Bah. My users don't test anything and if they did I'd not reward them for it. As far as when I have to test FGU its simply to keep my stuff working.

    A proper reward would be to always keep things working without any need for me to test!

    Speaking of PING with client test - pindercarl has the exact campaign I tested that with when I asked if there was a way to set the length of time PING remained active. He can validate what I see simply by starting off away from where vision is active in the dark someplace on client then Ping where PC/NPCs have vision and it will dissapear as its still scrolling over (more than 2 seconds - maybe 3).
    Last edited by SilentRuin; Yesterday at 21:36.
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  8. #18
    Here is the exact case... first image the ping cannot fit on client so it appears at edge of map

    Screenshot_6.png

    Then as it drags into view of the actual area the ping is in - you see the ping going - but image is still shifting at this point

    Screenshot_5.png

    Then it starts to enter the actual end of shift of map (but is still shifting) as seen here.

    Screenshot_7.png

    And right before it finishes shifting ping is gone (2 seconds or so expired). Human eyes need some time to see surroundings and figure out what ping is all about IMHO.

    In the end, this is not critical as I did not even know of its existence until the author mentioned it and pindercarl clarified it could be used to center view on client side via a ping point of interest. In the end, something is better than nothing and I can live without a way to make the ping last longer (optional param). Though the timer should probably not start until the clients maps have all shifted to a halt (IMHO)
    Last edited by SilentRuin; Yesterday at 22:00.
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  9. #19
    Zacchaeus's Avatar
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    Quote Originally Posted by SilentRuin View Post
    I assume you did a real test with webm fog clouds and darkness with tokens LOI both visible and not inside both and not some simple map with simple stuff going on? I for sure took more than 2 seconds for it to scroll the 300 ft or so across my map. (and of course there were extensions why would I care if something only worked without them? Rather pointless to use for me then. )
    I did, yes. Without extensions.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #20
    Quote Originally Posted by Zacchaeus View Post
    I did, yes. Without extensions.
    Shrug. Pindercarl can duplicate it if he wants as he has the exact case I show above - but not a priority for me. Rather have TEST fully debugged and ready to go out (was still waiting on delivery of underlay fix for tokens - fixed but not seen it myself yet).
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